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August 21 Avatar: space marines for all, 3D for the fewPosted by: Jane Douglas On the surface, it’s safe, by-the-numbers stuff: an action-adventure-shooter starring a space marine on a hostile alien planet. On top of that, it’s a movie tie-in (for James Cameron’s upcoming sci-fi by the same name), the kind of game from which we don’t expect originality or particular technical achievement in the first place. But Avatar is the first serious foray into 3D gaming on a console, if we don’t count the old-school red-blue 3D of the G-Force game (we don’t). Stereoscopic 3D With this tech, the light of the image put out by the TV screen alternates, frame by frame, between two polarisations. You wear special specs – they look a bit like unfashionable sunglasses – in which each lens allows only one kind of polarisation through.
Back to the game. On a planet called Pandora, the militaristic corporation who our space marine-alike works for is stuck in conflict with the blue, ten-foot-tall native race, along with all the hostile alien animals and plants. The game doesn’t follow the plot of the film, the game’s animation director Brent George told us at Gamescom. Instead, it’s “a different window into the same universe, that is, Pandora. We focused really heavily on the environments, lore, flora and fauna and themes from the film.” Jungle demo It’s fun, though not revolutionary. There’s a variety of weapons – assault rifle, grenade launcher and flame thrower in the demo. There are skills to gain, too, among them stealth camouflage, a repulsor blast, a tactical strike from above. A scanner lets us check out the local wildlife’s lethal stats.
The effect is that much more exotic if you’re watching the stereoscopic 3D version of the game. Watched through the glasses, the jungle and characters pop up off the screen. The effect is convincing and vivid and rarely jarring in the way 3D sometimes is. Key choice Making a good-looking 3D game is no mean feat, says George. Maintaining a high refresh rate to make the action smooth is harder when each picture has to be rendered and displayed twice (for the left and right eye); in effect, the game would have to run at 120 frames a second to give the appearance of a 60 frames a second game. George invited us to feel the Xbox 360s running the 3D and 2D versions of the game. The console with the 3D version was much hotter, showing how much harder it was having to work.
When Avatar is released this winter, though, only a handful of gamers will have the kind of TV needed to play the game in 3D. And it will be a shame that most people will be playing the game stripped of that spectacle. Comments (17)
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